Very well made, but your game drove me absolutely insane... I think that the level of skill is arguable, because it basically becomes luck, nobody has fast enough reflexes to get down to the milliseconds that it takes to beat some of those levels, they are beatable, but only after dying 50+ times.

Reading this thread I was like "oh come on" because of all the whining, and I enjoy hard frustrating games like Demon's Souls.

But this game is like working at a tin can production line and cut you hands 9 times out of 10Plus, people need rewards for doing good. Going on and just not dying, after I tried a particular part like 30 times, is just not enough =P

About the lag: Yeah sometimes he player made like a whole walking cycle running into a crate while I was was HAMMERING the keyboard, and I play all the fighting games, there is definitely lag here. Although my first thought was that it was the laptop keyboard... (since its internally PS/2)

Reading this thread I was like "oh come on" because of all the whining, and I enjoy hard frustrating games like Demon's Souls.

But this game is like working at a tin can production line and cut you hands 9 times out of 10Plus, people need rewards for doing good. Going on and just not dying, after I tried a particular part like 30 times, is just not enough =P

About the lag: Yeah sometimes he player made like a whole walking cycle running into a crate while I was was HAMMERING the keyboard

It's not high-skill cap that bothers me. It's the game being in a non-functional state. I can not apply skills to the game, because it doesn't receive input as I send it. It's like driving a non-responsive car. You can't blame the driver for being a bad driver.

Not the case. The guy keeps running, even though I'm mashing my mouse and spacebar at the same time. I have a mouse that can send 1000 events per second. I think that should be enough to make me jump the exact frame the possibility arises.

That's because the only way to complete round3 level8 is to do it flawlessly.. There's no leeway. Which is good, but I'd like for the game to save at which round you are on - really off-putting to play again since I have to finish round 1 and especially round 2 again when continuing :l

But level 8 stage 2 killed it for me. And will not try again. It kinda seemed while jumping over the second crate that the one on top always exploded a few pixels before I would touch it, which was kinda annoying.

What a unforgiving and very intensely challenging game. Good job! I think you should make a super-hard mode that has that input lag... j/k. I beat the game, but man. Even with my reaction time it gives a severe workout.

What a unforgiving and very intensely challenging game. Good job! I think you should make a super-hard mode that has that input lag... j/k. I beat the game, but man. Even with my reaction time it gives a severe workout.

lol thanks but it's about to get a bit harder though. Moving crates anyone?

What a unforgiving and very intensely challenging game. Good job! I think you should make a super-hard mode that has that input lag... j/k. I beat the game, but man. Even with my reaction time it gives a severe workout.

lol thanks but it's about to get a bit harder though. Moving crates anyone?

Just curious do you really need to self sign the applet? Judging by the complexity of the game you should be able to pretty easily just rely on using the pre-signed LWJGL applet jars so that you get a proper security dialog (or none for those already having accepted the LWJGL certificate).

Just curious do you really need to self sign the applet? Judging by the complexity of the game you should be able to pretty easily just rely on using the pre-signed LWJGL applet jars so that you get a proper security dialog (or none for those already having accepted the LWJGL certificate).

I signed the applet because I'm using a custom java websocket library for submitting highscores.

I was in level 8 when my antivirus started running and the applet started stuttering real bad. some of the hang ups lasted for 2 or 3 seconds, time enough to see the ninja teleported to the other side of the screen, completely unharmed!

So I assume your physics is running in a granular deltaT loop, while the collision detection is outside this loop, just taking into account the last position. Maybe you should move the collision detection to couple with each physics iteration.

I was in level 8 when my antivirus started running and the applet started stuttering real bad. some of the hang ups lasted for 2 or 3 seconds, time enough to see the ninja teleported to the other side of the screen, completely unharmed!

So I assume your physics is running in a granular deltaT loop, while the collision detection is outside this loop, just taking into account the last position. Maybe you should move the collision detection to couple with each physics iteration.

This seems like the same issue as I've mentioned above, wouldn't happen if delta time was capped.